Thread about whether it's worth doing a demo for your Steam game *pre-launch*:
Devs talk a lot about doing demos for your game after it has launched, but not so much about pre-launch demos. I decided to find out for myself whether it was worth doing one
GET READY FOR GRAPHS
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On December 9, we uploaded a demo for Yes, Your Grace to its Steam store page (https://store.steampowered.com/app/1115690/Yes_Your_Grace/ …). We saw a *massive* spike in page views over the next few days -- around 6x as many page views as a regular day. Very promising stuff! BUT...pic.twitter.com/C6XXXnCrVr
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Our pageviews-to-wishlist ratio PLUMMETED. In the week before the demo, around 14% of visitors to the store page were wishlisting the game. Once we set the demo live, that dropped to around 6%!
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So we did see a spike in wishlists for a few days! But it was a small spike in comparison to the pageview spike. Basically, a large number of people were choosing to download the demo instead of wishlisting the game Which is HMMMMMMMMpic.twitter.com/SssDfKwTdc
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Replying to @RaveofRavendale
do you think people played the demo and didn't like it? or simply "had enough"? how long is the demo? I removed demos for all my games and my sales went slightly up
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Replying to @WinterwolvesG
I think it's that when you look at our store page right now, it says WISHLIST NOW all over it, so people do. But when there's a demo, it appears at the top of the store page + it appears when you search for the game on Steam, so some people click that instead
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I see, so in the end it's not good probably!
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